/*
 * Copyright (C) 1997-2001 Id Software, Inc.
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or (at
 * your option) any later version.
 *
 * This program is distributed in the hope that it will be useful, but
 * WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 *
 * See the GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 * 02111-1307, USA.
 *
 * =======================================================================
 *
 * Final boss, just standing and waiting at "inner chamber".
 *
 * =======================================================================
 */

#include "../../header/local.h"
#include "boss32.h"

void
Use_Boss3(edict_t *ent, edict_t *other /* unused */, edict_t *activator /* unused */)
{   
	if (!ent)
	{
		return;
	}
 
	gi.WriteByte(svc_temp_entity);
	gi.WriteByte(TE_BOSSTPORT);
	gi.WritePosition(ent->s.origin);
	gi.multicast(ent->s.origin, MULTICAST_PVS);
	G_FreeEdict(ent);
}

void
Think_Boss3Stand(edict_t *ent)
{    
	if (!ent)
	{
		return;
	}
     
	if (ent->s.frame == FRAME_stand260)
	{
		ent->s.frame = FRAME_stand201;
	}
	else
	{
		ent->s.frame++;
	}

	ent->nextthink = level.time + FRAMETIME;
}

/*
 * QUAKED monster_boss3_stand (1 .5 0) (-32 -32 0) (32 32 90)
 *
 * Just stands and cycles in one place until targeted, then teleports away.
 */
void
SP_monster_boss3_stand(edict_t *self)
{     
	if (!self)
	{
		return;
	}
 
	if (deathmatch->value)
	{
		G_FreeEdict(self);
		return;
	}

	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;
	self->model = "models/monsters/boss3/rider/tris.md2";
	self->s.modelindex = gi.modelindex(self->model);
	self->s.frame = FRAME_stand201;

	gi.soundindex("misc/bigtele.wav");

	VectorSet(self->mins, -32, -32, 0);
	VectorSet(self->maxs, 32, 32, 90);

	self->use = Use_Boss3;
	self->think = Think_Boss3Stand;
	self->nextthink = level.time + FRAMETIME;
	gi.linkentity(self);
}

